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Antonio Va´zquez-Lo´pez; Joaqui´n Artigas-Arnaudas; Javier Bedmar – Journal of Chemical Education, 2024
Herein we propose the implementation of an "escape room" activity to reinforce chemistry-related concepts for students of the Bachelor of Arts and Fashion. In this work, a combined online and offline activity is developed, easily adaptable to different environments. The online activity consists of 5 blocks of multiple-quiz questions…
Descriptors: Clothing Instruction, Plastics, Recycling, Problem Solving
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Bonacci, Enzo – Online Submission, 2021
This manuscript is meant to support secondary school teachers in their constant effort to find novel ways to engage students. Adolescents seem particularly stimulated by time-travelling scenarios, like the famous "wormhole billiard ball paradox" proposed by J. Polchinski in 1990, which are usually solved through closed time-like curves…
Descriptors: Puzzles, Secondary School Science, Physics, Scientific Concepts
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White, Dorothy Y. – Mathematics Teacher: Learning and Teaching PK-12, 2022
Every student has mathematical strengths beyond knowing basic facts, solving problems quickly, or showing work clearly. In this article, the author presents Smiles as an "on-ramp" task that supports students working together by unveiling and leveraging mathematical strengths. Nielsen describes on-ramp mathematics tasks as scaffolds that…
Descriptors: Mathematics Skills, Cooperative Learning, Problem Solving, Puzzles
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Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
Sandstrom, Alice M. – ProQuest LLC, 2019
This dissertation proposes the development of an educational video game that teaches its players. This proposed game seeks to address the following two issues/problems within the topic of shape grammar. First, the process of designing with shape grammar requires the designer to first develop shape rules at the start of the design process, opposite…
Descriptors: Educational Games, Video Games, Architectural Education, Geometric Concepts
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Carmen Alvarez-Alvarez; Leann Mischel – International Journal of Education and Development using Information and Communication Technology, 2024
The need for online educational tools has increased significantly since the COVID-19 pandemic forced many students to embrace distance learning as a classroom alternative. While many instructors have used "Edpuzzle" to enhance distance learning, there has been little research that assesses and compares the views of teachers and students…
Descriptors: Electronic Learning, Puzzles, Educational Technology, Teacher Attitudes
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Nicol, Adelheid A. M. – College Teaching, 2020
In creating crossword puzzles themselves, students gain an understanding of a concept in order to create the clue for it. The instructor can make this activity either chapter- or domain-specific, for instance, to encourage reading the textbook and researching concepts. In this unique application of the self-generated crossword, students use free…
Descriptors: Puzzles, Teaching Methods, Cooperative Learning, Problem Solving
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Ortiz-Rocha, Yudi Andrea; Sandoval, Ivonne; Sacristán, Ana Isabel – North American Chapter of the International Group for the Psychology of Mathematics Education, 2020
Spatial reasoning skills are necessary to perform activities at school, at work and in everyday life, in general. Different studies indicate the importance of its development at an early age, since it allows the reading of a three-dimensional world and its interpretation in two-dimensional representations. Our research focuses on the design of…
Descriptors: Spatial Ability, Thinking Skills, Learning Activities, Skill Development
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Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
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Zhang, Lian; Amat, Ashwaq Z.; Zhao, Huan; Swanson, Amy; Weitlauf, Amy; Warren, Zachary; Sarkar, Nilanjan – IEEE Transactions on Learning Technologies, 2021
Autism spectrum disorder (ASD) is a neurodevelopmental disorder characterized by core deficits in social interaction and communication. Collaborative puzzle games are interactive activities that can be played to foster the collaboration and verbal-communication skills of children with ASD. In this article, we have designed an intelligent agent…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Cooperative Learning
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Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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Goldenberg, E. Paul; Carter, Cynthia J.; Mark, June; Reed, Kristen; Spencer, Deborah; Coleman, Kate – Digital Experiences in Mathematics Education, 2021
This article reports on an exploration of how second-graders can learn mathematics through programming. We started from the theory that a suitably designed programming language can serve children as a language for expressing and experimenting with mathematical ideas and processes in order to do mathematics and thereby, with appropriate tasks and…
Descriptors: Elementary School Students, Grade 2, Elementary School Mathematics, Programming
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Bissell, J. J.; Nagaitis, A. M. – Physics Education, 2022
Puzzles involving infinite networks of resistors are an engaging way for students to explore the idea of infinity and self-similarity in physics. Recently K Atkin has described one such puzzle, alongside a solution based on an equivalent finite network (2022 "Phys. Educ." 57 025015). Here we present a generalisation of this problem which…
Descriptors: Science Instruction, Physics, Puzzles, Scientific Concepts
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Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2022
The quest in the "Mirror Mirror on the Wall, Which Chiral Drug Is the Fairest of Them All?" escape room activity was to find an enantiomer drug that cures a "sleeping sickness". Based loosely on the story of Snow White, first-year pharmacy student pairs had 50 min to solve gamified stereochemistry quizzes (tasks 1-4), collect…
Descriptors: Chemistry, Science Instruction, Pharmaceutical Education, Gamification
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